The first snapshot of 2024.4 is here. It is loaded with features, such as entity animations, GUI sprites, fluid fog and texture, and much more. Check it out!
Snapshot changelog
This is a full changelog of this snapshot with more notable changes highlighted with bold text.
- Some minor UI and UX improvements
- Added a button to lock custom GUI and overlay components from moving in the WYSIWYG editor
- Added an option to import custom Java model animations
- Added new procedure local variable type: action result
- Added new damage source procedure blocks: return damage source, call procedure and get damage source return value, custom damage source dependency
- Added new fluid parameters: has fog, fog color, fog start and end distance, submerged overlay texture
- Added an option to specify animations for custom entities that are conditionally executed by procedures
- Added an option to specify walking animations for custom entities that are optionally conditional
- Added image sprite GUI component type for GUI and overlay mod element types
- Loot table mod element editor now shows suggestions for overriding custom block and entity loot tables
- Item and block special info entries are now translatable
- Item and block special info based on string procedures now support multi-line strings
- Added an option to specify infinite effect duration for potion item mod element
- Added new text procedure block: new line
- [Bugfix] It was possible to define more block state property combinations than what Minecraft can handle
- [Bugfix] Index of string procedure block caused build errors in some cases
- [Bugfix] Index of string and string length procedure blocks specified wrong numeric return type
- [Bugfix] Some other minor fixes and improvements
Snapshot release notes
- The music disc mod element type was merged into the item mod element type. Existing mod elements will be converted automatically
A download of the snapshot is possible on the Download page under the Snapshot downloads section.
Make sure to test the snapshot so we can fix any potential bugs you find. Leave a comment with your feedback on the update below. Stay tuned and keep on modding!
Comments
I noticed the changelog shows this bug being fixed, but I'm not able to apply any custom animations to the built in biped entities with these new updates since EAP 2024.4.45618. No custom animations will apply at all for the built in biped entities, but they do work when using a custom model entity.
Awesome job on the update! Quick question regarding the animations. How do I trigger an animation when entity attacks. I don't see any procedures that specifically deal with this unless I'm missing it. I tried using damage type parameters, but it shows missing dependencies with this approach.
You need to make "synced data" entry of type logic and set it to true when attacking. Then do animation condition based on this sycned data.
Or you can use alternative ways of determining the entity is attaching, but make sure the data source you use works on client side since animations are client-side.
But best bet and also how vanilla entities do it is with synced entity data
It would be awesome if you could add custom crafting types that you can use in recipe elements. some people say "but this is allready possible with procedures" while i get that if you want to make more complex things it might seem unfit to do this with procedures and can cause a lot of lag if there are too many recipes on one block when you use it.
if you want to make any mods crafting recipe just open the mods file by turning it into a zip then find the recipes folder find the file for the recipe you want then right click it rename it and turn it into a .txt then open it copy the text then go into m creator create a recipe ignore everything in it and just put a random item in the output and input then save it exit that right click on it and turn it into code i forgot how its one of the options on the left of the screen then open it and paste the code that you got earlier then edit it with your ingredients and boom you now have a mods custom crafting recipe in your mod (NOTE: This will only work if you have the mod in the modpack while playing)
Well once block states are fully added the only thing missing is animated hud elements, it is somewhat of a miss-use of time to make something like that in to an independent mod element when more work could be out in to block states and animated hud elements instead that can then produce the exact same product with a little more work. But in the end that's up to them to decide.
Also, is it possible to have custom animations and normal animations at same time? Currently if I apply any animation to built in biped entity it will replace all existing animations that it would normally use such as walking, attacking etc. I would preferably like it to use normal animations and only use a custom one once triggered.